Alien: Isolation - Damage Control DLC (Lingard), all objectives
"Damage Control" is generally considered one of the most difficult levels of _Alien: Isolation_ to complete, due to the tenacity of the xenomorph, the wide distribution of consistently safe hiding spaces, and the sheer size and complexity of the map. As additional personal goals, I wanted to avoid detection and to forego the flamethrower. (I never use the tracker when playing Alien: Isolation; it makes the game far less challenging, and really isn't necessary unless you're completely out of noise lures and fuel.) Securing the armory on time can be difficult, since it tends to be a spot that the alien frequents early on. Grabbing all three prisoner tags in time can be rough as well without throwing the alien off your trail once or twice after the procurement of the second tag. Be sure to save something to lure the xenomorph after you've collected the registry!
Some observations:
• Notice that the xenomorph rushes through the map to the first flare, even though the flare is silent, and even though the creature could not possibly have seen its light.
• I got lucky at the armory. If the xenomorph had turned to face the door instead of bolting back into the vent, then I would have been toast.
• This isn't the route that I normally take; I don't usually double back into the vent after getting the second tag. The alien was directly in the path that I normally walk, though, so I had to improvise.
• I think the smoke bomb is generally useless, but it can be useful if it's all you've got. The smoke usually attracts the alien, where it will lumber about completely blind and in a mild state of confusion for a few seconds. This can be used to very brief but critical advantage.
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